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Redouane Master Cheater Reputation: 3
Joined: 05 Sep 2013 Posts: 363 Location: Algeria
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Posted: Sat Jul 15, 2017 6:12 pm Post subject: [mono] Inventory Editor : adding items |
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Hello,
I found the class WeaponManager, one of its fields is an array of weapon objects (the weapons that I own), every weapon object has many fields, some of them are pointers to other objects, strings, floats, integers etc.
What is the best approach to make an inventory editor (form that shows the currently owned weapons, and allows the users to remplace them with other weapons)? here are the ideas that I've had, but I couldn't implement any of them :
1) Find out how the objects are created, create one weapon object for every type of weapons, and store them somewhere in memory, after some research, I think that the constructor is the method '.ctor' (not 100% sure through), but from its signature, (I've used mono_method_getSignature), it looks like it doesn't take any arguments, so how do we create an instance?
2) Hook a method of the weapon class (preferably one that is not called very often, like the Start method for example), log the objects on which it is called, and check if it's a new weapon or not, if it is, add it to the list, but this way, it won't be possible to choose weapons that were not encountered during the current game.
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Zanzer I post too much Reputation: 126
Joined: 09 Jun 2013 Posts: 3278
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Posted: Sat Jul 15, 2017 9:30 pm Post subject: |
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Does WeaponManager have an Add or Create method?
There's probably some class in there that has an AddItem or CreateItem method.
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Redouane Master Cheater Reputation: 3
Joined: 05 Sep 2013 Posts: 363 Location: Algeria
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Posted: Sun Jul 16, 2017 5:51 am Post subject: |
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Zanzer wrote: | Does WeaponManager have an Add or Create method?
There's probably some class in there that has an AddItem or CreateItem method. |
I couldn't find any such method, there is a method WeaponManager:SwitchWeapons(currentWeapon: UnityEngine.GameObject, nextWeapon: UnityEngine.GameObject), but it probably just switches between existing weapons.
It must be a static method, no?
I'll keep searching, here are the results of the mono dissection :
weapon manager is at : be0a050 : WeaponManager
the weapon class is : bc135f8 : WeaponScript
https://drive.google.com/open?id=0B7U3AsTA9UVfM1NhVmhPUU9DZUE
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Zanzer I post too much Reputation: 126
Joined: 09 Jun 2013 Posts: 3278
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Posted: Sun Jul 16, 2017 6:43 am Post subject: |
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What's in the array WeaponPickUp.weapons?
What happens when you change the address of playerWeapons to equal the address of weapons?
Also, what classes are inside Assembly-CSharp?
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Redouane Master Cheater Reputation: 3
Joined: 05 Sep 2013 Posts: 363 Location: Algeria
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Posted: Sun Jul 16, 2017 7:58 am Post subject: |
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Zanzer wrote: | What's in the array WeaponPickUp.weapons?
What happens when you change the address of playerWeapons to equal the address of weapons?
Also, what classes are inside Assembly-CSharp? |
playerWeapons is a list of WeaponScripts (every element represents a weapon), weapons is a list of GameObjects.
Forgot about Assembly-CSharp, I also couldn't find anything useful in it, but I'll keep searching, here it is :
https://drive.google.com/open?id=0B7U3AsTA9UVfc25HTDY3Uk9WZTg
Thanks for your time
[Edit] I forgot to add, the player can hold 6 weapons, the keys 1-6 are used to switch between them
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